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multiplayer stage 2: peer identity, stable vehicle ids and a session lobby
TTrain::id() numbers cabs with a local counter, in the order each peer happens to create them, so it cannot address a vehicle across the session. Neither was there any way for a player to see what is available to drive. - network/entities: PeerId (the host is peer 1, remote peers are numbered from 2, so it is a participant rather than a special case) and NetworkEntityId, plus a registry that numbers the drivable vehicles of the loaded scenario in name order and resolves ids back to TDynamicObject - the server owns the numbering and publishes it as VEHICLE_LIST - name, crew occupancy, crew capacity, AI state, availability - on every change and at least every 120 frames, out of band so it stays out of the replay backbuffer; a client binds the received ids to its own copy of the scenario by name - SERVER_HELLO hands the joining peer its PeerId - a multiplayer lobby listing that roster, with vehicles taken by other players shown as such rather than hidden; entering one goes through the existing entervehicle command, the vehicle is never moved The lobby lives inside the driver mode instead of a mode of its own: the world has to keep running while somebody is choosing (a client stops consuming the server's frames the moment its mode is not a command processor), and the same screen is what a player needs to change vehicles later on. Crew occupancy is still derived from the presence of a cab instance; the real crew model, claim handshake and AI takeover follow in stage 3.
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@@ -20,6 +20,7 @@ http://mozilla.org/MPL/2.0/.
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#include "widgets/trainingcard.h"
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#include "widgets/perfgraphs.h"
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#include "widgets/cameraview_extcam.h"
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#include "widgets/multiplayer_lobby.h"
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class driver_ui : public ui_layer {
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@@ -40,6 +41,9 @@ public:
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// updates state of UI elements
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void
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update() override;
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// opens or closes the multiplayer lobby
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void
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show_multiplayer_lobby( bool const Show );
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protected:
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void render_menu_contents() override;
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@@ -69,4 +73,5 @@ private:
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ui::map_panel m_mappanel;
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ui::time_panel m_timepanel;
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ui::cameraview_panel m_cameraviewpanel;
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ui::multiplayer_lobby_panel m_multiplayerlobby;
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};
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